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1.12 Rogue Talent Review Sneak Peek


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Sneak Peek

The review is well underway and we wanted to share a sort of first glimpse into the changes being made for the rogue talent review. Keep in mind that these changes are not complete or final, and the below information is likely to alter as we move into our testing phases. While not everything is listed, the below list encompasses the majority of changes being made in the review.

I'll be working in the weeks to come to get as much additional information as possible, but it is likely that quite a bit of the final information regarding talent changes will not be fully announced until the talent calculators go live. Of course you'll also be able to actually play around with the changes too once the Public Test Realms go up.

I'm going to just list the changes and provide additional information where possible or necessary. Let's get to it.

The following talents have been removed: Improved Deadly Poison, Improved Distract, Throwing Weapon Specialization, Improved Vanish, and Rapid Concealment.

Improved Instant Poison is now "Improved Poisons" and increases your chance to apply ALL poisons by 2/4/6/8/10%.

Rapid Concealment has been merged with Camouflage, by combining these talents you not only get a great talent to start off the tree, but obviously it frees up a number of points to be spent elsewhere.

Murder will now also apply to all finishing moves. The benefit this will provide to output and attack combinations is fairly straightforward.

Vile Poisons now gives your poisons a chance to resist dispel effects, in addition to increasing poison damage.

Improved Kidney Shot has been changed, and will instead increase the damage taken by the target while they are affected by Kidney Shot. This talent no longer reduces the cooldown of Kidney Shot.

Improved Sprint has been changed, and will instead have a 50/100% chance to remove all movement impairing effects when you activate your Sprint ability. This talent no longer reduces the cooldown of Sprint.

Improved Evasion renamed to Endurance, and will add a Sprint cooldown reduction.

New talent Weapon Expertise in the Combat tree, increases your weapon skill with all melee weapons. The recovery of damage with an increased weapon skill should be a good boost to overall output.

Initiative is being reduced to a 3 point talent, but resulting in the same 75% end chance to add an additional combo point.

Elusiveness is being reduced to a 3 point talent, but resulting in the same 75 sec cooldown reduction to Evasion, Blind, and Vanish.

Ghostly Strike now has a reduced Energy cost, the reduction of Energy was enough to make it necessary to also reduce the damage output slightly.

Improved Garrotes damage reduction will be removed. This is being changed as part of an overall improvement for Garrote.

Setup is being moved higher up in the tree, becoming a 16 point talent with no prerequisites, helping move the talent in reach of specific builds.

New talent Heightened Senses in the subtlety tree, increases your Stealth detection, and reduces the chance for you to be hit by spells and ranged attacks.

Hemorrhage will be moved up in the tree to become a 21 point talent. This should help to place the ability in a more reachable position, and allow for a little more versatility with specific talent builds.

New talent Deadliness in the Subtlety tree, increases your Attack Power by a percentage.

Premeditation will have its Energy requirement removed, changed to an instant cast, and range increased. Its cooldown will remain the same. Premeditation will now be pre-reqd by Preperation.

Vanish will now remove effects that allow the caster to remain aware of the rogues presence, such as Mind Vision and Hunters Mark.

Garrote, Rupture, and Eviscerate are being increased in damage. More details to come.

Expose Armor will now reduce armor by a percentage.

I'll be continuing to speak with the designers and collecting as much additional information as possible in the coming weeks.

Thanks for reading.

This is coming out with cross-server Battlegrounds? Can you imagine the people screaming, across all the realms, "What the heck? Where did that Rogue come from?!" The way it reads to me is that the viability of a combat-centric Rogue in PvP just went through the roof! :angry: Personally, I'll probably go with a blend of Assassination and Combat Talents, like I am planning now, but the idea of a Combat/Subtlety might be kind of kinky too. I reserve the right to place judgement and make a decision until a new talent calculator is posted.

My questions to Drysc would be:

Improved Sprint has been changed, and will instead have a 50/100% chance to remove all movement impairing effects when you activate your Sprint ability. This talent no longer reduces the cooldown of Sprint"

Hmm...Imp Sprint as a 2 Point option?

"Improved Kidney Shot has been changed, and will instead increase the damage taken by the target while they are affected by Kidney Shot. This talent no longer reduces the cooldown of Kidney Shot."

Hmm...does the new Imp Kidney Shot stack with Hemo?

"New talent Weapon Expertise in the Combat tree, increases your weapon skill with all melee weapons. The recovery of damage with an increased weapon skill should be a good boost to overall output."

How deep in the tree is this one being placed and will it interfere with being able to have a viably blended talent spec like what we can have now?

"New talent Heightened Senses in the subtlety tree, increases your Stealth detection, and reduces the chance for you to be hit by spells and ranged attacks."

Is this replacing Rapid Concealment?

That's it for me right now!

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Some nice changes for PvP, but I really think a lot of those changes will help people acheive more end game functionality without being pigeon-holed into one build.

Looks good.

Although I can imagine the warriors screaming bloody murder about that "all weapon bonus" talent. I know I am irked that there is not something similar for a priest with spells :devil:

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